WIP CrashReporter, misc refactoring
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@@ -90,7 +90,7 @@ namespace Subsurface.Items.Components
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Vertices box = PolygonTools.CreateRectangle(sectionLength, 0.05f);
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PolygonShape shape = new PolygonShape(box, 5);
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List<Body>ropeList = PathManager.EvenlyDistributeShapesAlongPath(Game1.World, ropePath, shape, BodyType.Dynamic, (int)(length/sectionLength));
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List<Body>ropeList = PathManager.EvenlyDistributeShapesAlongPath(GameMain.World, ropePath, shape, BodyType.Dynamic, (int)(length/sectionLength));
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ropeBodies = new PhysicsBody[ropeList.Count()];
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for (int i = 0; i<ropeBodies.Length; i++)
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@@ -104,14 +104,14 @@ namespace Subsurface.Items.Components
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ropeBodies[i] = new PhysicsBody(ropeList[i]);
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}
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List<RevoluteJoint> joints = PathManager.AttachBodiesWithRevoluteJoint(Game1.World, ropeList,
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List<RevoluteJoint> joints = PathManager.AttachBodiesWithRevoluteJoint(GameMain.World, ropeList,
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new Vector2(-sectionLength/2, 0.0f), new Vector2(sectionLength/2, 0.0f), false, false);
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ropeJoints = new RevoluteJoint[joints.Count+1];
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//ropeJoints[0] = JointFactory.CreateRevoluteJoint(Game1.world, item.body, ropeList[0], new Vector2(0f, -0.0f));
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for (int i = 0; i < joints.Count; i++)
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{
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var distanceJoint = JointFactory.CreateDistanceJoint(Game1.World, ropeList[i], ropeList[i + 1]);
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var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World, ropeList[i], ropeList[i + 1]);
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distanceJoint.Length = sectionLength;
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distanceJoint.DampingRatio = 1.0f;
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@@ -299,8 +299,8 @@ namespace Subsurface.Items.Components
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ropeBodies[ropeBodies.Length - 1].SetTransform(projectile.body.SimPosition, projectile.body.Rotation);
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//attach projectile to the last section of the rope
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if (ropeJoints[ropeJoints.Length-1] != null) Game1.World.RemoveJoint(ropeJoints[ropeJoints.Length-1]);
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ropeJoints[ropeJoints.Length - 1] = JointFactory.CreateRevoluteJoint(Game1.World,
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if (ropeJoints[ropeJoints.Length-1] != null) GameMain.World.RemoveJoint(ropeJoints[ropeJoints.Length-1]);
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ropeJoints[ropeJoints.Length - 1] = JointFactory.CreateRevoluteJoint(GameMain.World,
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projectile.body.FarseerBody, ropeBodies[ropeBodies.Length - 1].FarseerBody,
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projectileAnchor, new Vector2(sectionLength / 2, 0.0f));
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@@ -315,7 +315,7 @@ namespace Subsurface.Items.Components
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body.SetTransform(TransformedBarrelPos, rotation);
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//Vector2 axis = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
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if (gunJoint != null) Game1.World.RemoveJoint(gunJoint);
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if (gunJoint != null) GameMain.World.RemoveJoint(gunJoint);
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gunJoint = new DistanceJoint(item.body.FarseerBody, body, BarrelPos,
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new Vector2(sectionLength / 2, 0.0f));
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@@ -328,7 +328,7 @@ namespace Subsurface.Items.Components
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//gunJoint.LimitEnabled = true;
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//gunJoint.ReferenceAngle = 0.0f;
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Game1.World.AddJoint(gunJoint);
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GameMain.World.AddJoint(gunJoint);
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}
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}
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